Laysus2005-10-21 21:43:28
Just from my first look at the flow changss:
Can we make the Serenwilde into one area then?
Now all our non-planar movement abilities other than spores, which isn't really usable for emergency response unless you know in advance where you're going to need to be, are local area.
Serenwilde is split into two areas, it's already a pain because we can't hear people chopping lumber in the northern part while in the southern, and so on and so forth. In addition to being essentially defending two place's worth of entrances with one worth of resources. My ideal solution would be if we could overgrow the road through the wilde, and have it end up as a path through the forest (I can't believe the Serenwilde would like being split in two by a road, and given the supposed outlook of the Wilde towards cities and the like, I find it hard to believe they'd let one construct a road through their forest.).
I know it's a fair amount of work, as they'd need to alter the areas so they were one, and redo the rooms and their names on the alabaster through the serenwilde, but if it was feasible, I'd -love- it to happen, and be happy to help with the room designs if it was necessary. *begs*
Anyway, I've wanted to suggest that for a while, and now that even flow is local area only, I figured I'd try.
Can we make the Serenwilde into one area then?
Now all our non-planar movement abilities other than spores, which isn't really usable for emergency response unless you know in advance where you're going to need to be, are local area.
Serenwilde is split into two areas, it's already a pain because we can't hear people chopping lumber in the northern part while in the southern, and so on and so forth. In addition to being essentially defending two place's worth of entrances with one worth of resources. My ideal solution would be if we could overgrow the road through the wilde, and have it end up as a path through the forest (I can't believe the Serenwilde would like being split in two by a road, and given the supposed outlook of the Wilde towards cities and the like, I find it hard to believe they'd let one construct a road through their forest.).
I know it's a fair amount of work, as they'd need to alter the areas so they were one, and redo the rooms and their names on the alabaster through the serenwilde, but if it was feasible, I'd -love- it to happen, and be happy to help with the room designs if it was necessary. *begs*
Anyway, I've wanted to suggest that for a while, and now that even flow is local area only, I figured I'd try.
Munsia2005-10-21 21:53:55
ya seren should be one area
Richter2005-10-21 22:04:18
Sounds reasonable, as Glomdoring is one area.
Unknown2005-10-21 22:04:27
Is Glomdoring one area?
, totally 'd.
, totally 'd.
Munsia2005-10-21 22:05:23
or.. make glomdoring 2 areas so I can go back to mulching
Unknown2005-10-21 22:26:58
Area is limited by code I believe. You can only have x amount of rooms in a single area.
Munsia2005-10-21 22:39:53
then make glomdoring bigger
Xavius2005-10-21 23:32:28
QUOTE(Phred @ Oct 21 2005, 05:26 PM)
Area is limited by code I believe. You can only have x amount of rooms in a single area.
209784
Celest is bigger than Serenwilde.
Stangmar2005-10-22 01:07:22
whoa whoa whoa, one BIG problem.
If the alabaster road becomes part of seren, then they can place totems and guards there. That is not feasible. It ruins the pilgrim quest and the cow quest for those who don't like to bash.
If the alabaster road becomes part of seren, then they can place totems and guards there. That is not feasible. It ruins the pilgrim quest and the cow quest for those who don't like to bash.
Munsia2005-10-22 01:08:10
well if you get enemied to seren it's not like you're going to survive anyway
Stangmar2005-10-22 01:12:16
Ok, then we can place guards/statues from Magnagora north to Acknor, and south to Glomdoring.
Munsia2005-10-22 01:13:07
but those arent even remotly connected to Magnagora or glomdoring get serious. just remove alabaster
Stangmar2005-10-22 01:16:30
ok, best solution, find a way to reroute Alabaster around Serenwilde, instead of through it as i feel it truly IS stupid to have it in two separate areas.
Corr2005-10-22 01:17:45
Why not just move everything to either the north or the south?
Then you can turn the other half of the forest into a quest/bashing area called old serenwilde
Then you can turn the other half of the forest into a quest/bashing area called old serenwilde
Narsrim2005-10-22 01:19:07
QUOTE(stangmar @ Oct 21 2005, 09:07 PM)
whoa whoa whoa, one BIG problem.
If the alabaster road becomes part of seren, then they can place totems and guards there. That is not feasible. It ruins the pilgrim quest and the cow quest for those who don't like to bash.
If the alabaster road becomes part of seren, then they can place totems and guards there. That is not feasible. It ruins the pilgrim quest and the cow quest for those who don't like to bash.
209879
you mean like how glomdoring ruins the tosha quest if enemied?
Munsia2005-10-22 01:26:55
QUOTE(Narsrim @ Oct 21 2005, 09:19 PM)
you mean like how glomdoring ruins the tosha quest if enemied?
209911
ya thats not fair either
Unknown2005-10-22 01:31:15
I liked how Serenwilde was in two areas, and far, far easier to raid than either city because we had other advantages - both in quick defense and in the safety of our avatars.
However, if our defensive advantages are going to be nerfed because warriors yet again can't instantly kill people, I say druids should be able to bond with as many totems as they like, Serenwilde should have no more than four entry points, and it needs to be one area.
However, if our defensive advantages are going to be nerfed because warriors yet again can't instantly kill people, I say druids should be able to bond with as many totems as they like, Serenwilde should have no more than four entry points, and it needs to be one area.
Kayde2005-10-22 01:37:14
If there is enough room in one zone for all of the rooms except for the roads to be in it, then you wouldn't have to remove the road to make serenwilde one zone, speaking code-wise. It should still roleplay-wise be northern and southern serenwilde.
The only real question is will both North/South/Commune Serenwilde fit into one zone. From my understanding, zones can only hold 100 rooms codewise. (this is true on all the muds I've ever build for). Soo, if serenwilde consists of more than 100 rooms, then it can't fit into one zone.
And I think the roads were created back before serenwilde was a commune.
Edit: Oh, and Alabaster Road is already a seperate zone from either Northern or Southern Serenwilde, so removing the road would have no effect on the ability to combine the two forests code-wise.
The only real question is will both North/South/Commune Serenwilde fit into one zone. From my understanding, zones can only hold 100 rooms codewise. (this is true on all the muds I've ever build for). Soo, if serenwilde consists of more than 100 rooms, then it can't fit into one zone.
And I think the roads were created back before serenwilde was a commune.
Edit: Oh, and Alabaster Road is already a seperate zone from either Northern or Southern Serenwilde, so removing the road would have no effect on the ability to combine the two forests code-wise.
Unknown2005-10-22 01:40:17
New Celest is over 200 rooms.
Unknown2005-10-22 01:56:07
Sounds very fair to me. Either that, or move the whole road north of the forest rather than through it and get rid of some of the many entrances we have to defend already.